Tap pieces onto a layered board where obstacle congestion ends the run while drawing to keep the board alive.
Evaluation summary
Revise — fix the flagged weak points before prototyping. Clarity 94, novelty 49, buildability 80, clone risk 96.
Originality rationale
Flagged — Draw Climber is close on 3 foundational layers (shared primitives: draw, physics-space, obstacle-congestion, hidden-mechanic-reveal). Add a material change before shipping.
After
v2 · Magic Tap Layered board · v2
reviseflag · 38
Field diffs
title
changed
Magic Tap Layered board
Magic Tap Layered board · v2
oneLineHook
unchanged
Tap pieces onto a layered board where obstacle congestion ends the run while drawing to keep the board alive.
Tap pieces onto a layered board where obstacle congestion ends the run while drawing to keep the board alive.
coreSetup
unchanged
The player faces a layered board board themed around magic. Tap is the primary input. Draw is layered in as a secondary tactical beat.
The player faces a layered board board themed around magic. Tap is the primary input. Draw is layered in as a secondary tactical beat.
coreLoop
unchanged
1) Tap to set up the next move.
2) Manage obstacle congestion pressure to avoid losing the round.
3) Trigger instant clear by reading the board.
4) Progress through level based beats that feed back into the board.
Hook
Tap pieces onto a layered board where obstacle congestion ends the run while drawing to keep the board alive.
Evaluation summary
Revise — fix the flagged weak points before prototyping. Clarity 94, novelty 49, buildability 80, clone risk 66.
Originality rationale
Flagged — Draw Climber is close on 2 foundational layers (shared primitives: physics-space, obstacle-congestion, hidden-mechanic-reveal, draw). Add a material change before shipping.
1) Tap to set up the next move.
2) Manage obstacle congestion pressure to avoid losing the round.
3) Trigger instant clear by reading the board.
4) Progress through level based beats that feed back into the board.
challenge
unchanged
The player must balance tap decisions against obstacle congestion pressure, reading when to press and when to set up.
The player must balance tap decisions against obstacle congestion pressure, reading when to press and when to set up.
innovation
changed
Fuses tap on a layered board with obstacle congestion as the core tension. Draws primitives from Zen Match and Draw Climber but reshapes the failure model and pacing. The magic theme gives the mechanic a visual grammar of its own.
Fuses tap on a layered board with obstacle congestion as the core tension. Draws primitives from Zen Match and Draw Climber but reshapes the failure model and pacing. The magic theme gives the mechanic a visual grammar of its own. This revision replaces the failure layer with Ammo Depletion to push the concept away from its source comparables. Refinement was guided by: "push novelty on progression".